Bug #13403
radiators used on asteroids do not work
80%
Description
KSP Version:
1.2.2.1622 (Linux/Ubuntu 16.04-64bit)
What Happens:
radiators in space do not cool drills attached to asteroids
Mods / Add-Ons:
stock, but I used hyperedit to manipulate an asteroid and the craft
Steps to Replicate:
1) try mining on an asteroid
Result:
the drills will overheat
Other Notes/Pictures/Log Files:
- see attachment file
- I will provide more info if necessary
History
#2 Updated by AlffromKerbal about 8 years ago
- File AsteroidMining.sfs.zip AsteroidMining.sfs.zip added
- Status changed from New to Confirmed
- % Done changed from 0 to 10
I currently have the same experience in careermode. Just wondered why cooling isn't enough. Radiator cooling % are rising slightly, also glowing some time, but "small" drill's temperature rises up fast, stay at 780.40K and shuts down when unfocusing & refocusing, or timeacceleration >100x.
#3 Updated by sal_vager about 8 years ago
Hi LatiMacciato, AfroKerbal, can you please try editing this line in GameData/Squad/Parts/Resources/RadialDrill and GameData/Squad/Parts/Resources/MiniDrill
UseSpecialistBonus = true
To this
UseSpecialistBonus = false
And let me know if it works after that.
Thank you.
#4 Updated by LatiMacciato about 8 years ago
The drills are still stuck at about 818.76K of max 500K temp, even with the change.
EDIT: i have edited in the wrong section :P
#5 Updated by AlffromKerbal about 8 years ago
There are 2 entries per modul (planet & asteroid). Since RadialDrill is working on planet, i didn't check MiniDrill on planet.
I checked MiniDrill & RadialDrill in modul for asteroid mining. After changing the value to UseSpecialistBonus = false after entry TemperatureModifier{...} only fixed it already. Changing the one after ImpactTransform only didn't do it. Changing both is working too.
Btw., interesting expression AfroKerbal ... is that a leak for a future release feature? ;)
#6 Updated by LatiMacciato about 8 years ago
- File RadialDrill.cfg RadialDrill.cfg added
- File MiniDrill.cfg MiniDrill.cfg added
yeah, I noticed 2x UseSpecialistBonus, too.
you guys might wanna sort that :D
I attached my cfg's, hope this works out somehow! .. it works for me having just 1x this variable set to false :)
#7 Updated by AlffromKerbal about 8 years ago
it works for me having just 1x this variable set to false
Thought i worked this out and already told that, but english is not my mother tounge.
#8 Updated by achurch almost 8 years ago
I ran into the same problem (also Linux 1.2.2.1622), but the solution of setting UseSpecialistBonus to false doesn't work for me: it does stop the drills from overheating, but then the ISRU in the same craft starts to overheat. I should have sufficient cooling for all three: 6x small TCS = 300kW, ISRU (1 channel active) + 2x MiniDrill = 300kW.
The solution I found that more-or-less works is to set radiatorCoolingFactor = 100 in the CoreHeatModule section of MiniDrill.cfg. This causes the drills' core temperature to rapidly fluctuate in the 470-500 degree range, but neither the drills nor the ISRU overheat.
#9 Updated by AlffromKerbal almost 8 years ago
The small ISRU is designed to overheat in generell, its max cooling is below needed cooling.
See there: #13270
If you use an ISRU 250, your radiators aren't attached on the ISRU unit but on a part attached to it, which means lower effeciency/heat-transfer (as far i understand).
#10 Updated by achurch almost 8 years ago
This is the large ISRU, and according to KSPedia active radiators (TCS) cool all parts on the ship equally, at least as I read it.
#11 Updated by rspeed almost 8 years ago
It appears that ModuleResourceConverter is affected by the same bug. I had to make the same edits to ISRU.cfg to prevent it from overheating. What's odd is that UseSpecialistBonus was already set to false for LF+OX and Monoprop converters. That probably explains why achurch and I saw the issue while others did not.
#12 Updated by UltraSqueak almost 8 years ago
- File MiniDrill.cfg MiniDrill.cfg added
- File RadialDrill.cfg RadialDrill.cfg added
AlffromKerbal wrote:
I currently have the same experience in careermode. Just wondered why cooling isn't enough. Radiator cooling % are rising slightly, also glowing some time, but "small" drill's temperature rises up fast, stay at 780.40K and shuts down when unfocusing & refocusing, or timeacceleration >100x.
I'm having the exact same issue (same version, vanilla, but Windows). Tried changing the config files as described above, but no effect.
I have another drill running on a different asteroid with fewer radiators, and have not run into this problem. Main difference is the one that's running smoothly has an Engineer on board and the one that's overheating is unmanned.
Is there something I'm missing or maybe this bug is different on the Windows version?
#13 Updated by AlffromKerbal almost 8 years ago
- File MiniDrill.cfg MiniDrill.cfg added
- File RadialDrill.cfg RadialDrill.cfg added
I think you changed the wrong values, try to use mine and retest.
If those won't work aswell, it's up to sal_vager to point the problem out. Maybe it's not reduced to the cfg file but to something inside the program itself.
#14 Updated by UltraSqueak almost 8 years ago
Thanks AlffromKerbal, but still no effect. Drill temp rises swiftly to 780.40K and 5% thermal efficiency. The 4 small thermal control systems only get to around 16% cooling, and the 4 small radiators (one part away) get to around 15% cooling.
Hope there is a fix for this as the asteroid is on an escape trajectory and I won't be able to slow it down otherwise.
#15 Updated by rudi1291 almost 8 years ago
Have that problem in my current career game too. Drill temperatures rise until they overheat... But for some reason the radiators work fine for everything else. The ISRU and engines are cooled as expected
#16 Updated by gringo over 7 years ago
I have it in career mode, too (Windows x64 1.2.2.1622 build (GOG)). Even on Minmus the cooling on drills and ISRUs doesn't work and temperature eventually sticks at 708K. On Kerbin it works perfectly well, but nowhere else. It occured first on a modded game, but after clean install and unmodded it was still present. Changing the the UseSpecialistBonus line(s) to false didn't work either.
#17 Updated by Amechwarrior over 7 years ago
I had the same problem in my game- win10, x64, steam, w/mods- but just gfx and QOL, no parts or game tweaks. Changing the last "UseSpecialistBonus = true" to "false" in the RadialDrill.cfg solved the problem for my unmanned asteroid grabber. Hope this little fix makes it in to the next update.
#18 Updated by bewing over 7 years ago
Well, the fix (along with many other fixes) is in the current prerelease, so upgrade already. :)
#19 Updated by Fonz over 7 years ago
bewing wrote:
Well, the fix (along with many other fixes) is in the current prerelease, so upgrade already. :)
Hi Bewing, I'm using 1.2.2.1622 (OSXPlayer) and this bug is still present, is it perhaps a mac specific bug?
#20 Updated by rspeed over 7 years ago
Fonz wrote:
1.2.2.1622
The prerelease is version 1.2.9. Installing it requires changing the game's properties in Steam.
#21 Updated by rspeed about 7 years ago
This needs to be updated as it was fixed in 1.3.
#22 Updated by victorr over 3 years ago
- Status changed from Confirmed to Ready to Test
- Target version set to 1.12.0
- % Done changed from 10 to 80
We have made some changes in this last 1.12.0 release and would like some feedback on this issue. Thanks.